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elk

Forum Replies Created

Viewing 15 posts - 46 through 60 (of 168 total)
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  • in reply to: FPS camera does not work with ifame #13831
    elk
    Customer

    Great. :good: Glad it worked for you. I only tested on my regular desktop browsers so far, so let us know if you find any issues, but i think it should be fairly robust. I got the basic code from some other post on her, so might be good to do a search here to if you get any issues.

    in reply to: FPS camera does not work with ifame #13825
    elk
    Customer

    No problem :good: Let me know how it works out, and maybe the Verge3D team can fill inn if there is a better/more recommended way of doing it.

    in reply to: FPS camera does not work with ifame #13820
    elk
    Customer

    Hi zjbcool.

    I use this little snippet for now;

    app.ExternalInterface.reFocus = function(){
            var target = parent.document.querySelector("iframe[src='your_app.html").focus();
        }

    Just call this from your puzzles when you need to refocus your iframe. Like after you press a html-buttons and maybe right after your app is initialized.

    (Actualy; You probably don’t need the variable, so you can probably remove “var target = “)

    Been a little while since I implemented this, so if the Verge3D team has a better way to do it now I would also like to know.

    in reply to: Verge3D 2.12 pre2 available! #13801
    elk
    Customer

    Amazing update, can’t wait to test out the Story Height :yahoo:

    Was almost getting to implement a better disable render functionality for my app setup, so being able to do it in straight puzzles now was perfect for me :good:

    Thanks guys :yahoo:

    in reply to: Exporting only active/visible collections in 2.8 #13786
    elk
    Customer

    Amazing, thanks Yuri, realy looking forward to the “releaselog”, great job guys :yahoo:

    in reply to: Verge3D 2.12 pre1 available! #13777
    elk
    Customer

    :yahoo:

    in reply to: Enviorment Map Size #13774
    elk
    Customer

    Thanks Yuri.

    I found a super simple workaround for my case now, but I still think it would be nice to have a “reset” for this, and any other adjustments you do “under the hood”.

    :good:

    in reply to: Enviorment Map Size #13716
    elk
    Customer

    Ok, then i suggest that be added to the TODO list.

    Keeping Verg3D looking like the Blender is ofcource very important, but i think having the possibility to “reset” it to three.js “default” is also very valueable, and making it possible to learn easier from all the information already out there for three.js

    As of now I have been trying to change the gamma with setting app.renderer.gammaFactor and then turning on gammaInput and gammaOutput and running .needsUpdate on my material under app.scene.materials, but then I just get the fakepath warning;

    “v3d.WebGLProgram: gl.getProgramInfoLog() C:\fakepath(54,25-100): warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them”

    I am suspecting I am in the wrong place anyway .. !? is the gamma set in post somehow, I read something about the EffectsComposer, is this where I should be looking ? could not find where in the app structure that was set up tho…

    in reply to: Enviorment Map Size #13692
    elk
    Customer

    Thanks for the info Yuri.

    Is there or could there be an option to turn this off, I can do it by scripting for now if there is a method for disabling the gamma correction.

    in reply to: Enviorment Map Size #13687
    elk
    Customer

    Thanks Yuri. :good:

    in reply to: Enviorment Map Size #13675
    elk
    Customer

    Instead of using the Enviorment map I tried the approach from the following example, and it seems to load my big maps on mobile, but i noticed a big differance in that the colors are much lighter/paler in the MeshBasicMaterial in the Verge3D compared to the ThreeJS version,

    https://cdn.soft8soft.com/demo/examples/webgl_panorama_equirectangular.html

    https://threejs.org/examples/webgl_panorama_equirectangular.html

    Also noticed this in other examples using the MeshBasicMaterial. It should not really be affected by much, being a basically shaderless material, so is this a bug, or is there something in the Verge3D engine causing this, if so can I counteract it in some way to get the result as close as possible to the ThreeJS version, which seems to be pritty close to the colors in the original images.

    in reply to: Enviorment Map Size #13671
    elk
    Customer

    Thanks Yuri.

    I will try out all this, for now I only had a thurogh look at the Max Cube Map Texture, and it says 4096 on both FF and Chrome, same as regular textures on both.

    On FF I seem to be able to set worldCubmapRes to 2048 most of the time, but sometime it goes black too, I always get black on Chrome with 2048. My initial thought is that this is an issue with the phones memory perhaps. I looked at the memory usage on Chrome, and swithing the worldCubemapRes back and forth between 512 and 1024 for instance will increase the memory usage for each switch and eventualy chrome will crash, is there some resources that does not get flushed from memory when updating the envioroment ?

    in reply to: Local? #13655
    elk
    Customer

    Ok, always nice to find new tools tho. Thanks for the info. :good:

    in reply to: Local? #13653
    elk
    Customer

    Ok, thanks. Handy to have it be portable. Will defenetly have a closer look at it. Do you happen to know if there is an easy way to set it not to serve outside the local machine ?

    in reply to: Enviorment Map Size #13648
    elk
    Customer

    Tested a bit more on my phone, and got some black screens, might just be my _old_ phone tho …. will test a bit more and see if i can figure it out.

Viewing 15 posts - 46 through 60 (of 168 total)